My media project is a poetry puzzle about some of Emily Dickinson’s poems. This small project is pedagogical in nature. It is meant to be used in teaching poetry for learner of English as a foreign language. I used Twinery website to create the puzzle. It is interactive in nature. The user has to understand each stanza in order to avoid clicking the wrong choice. It requires him / her to understand the relationship between the words inside each stanza. He / She has to understand the meaning of the words and their relations with other words, the rhyme scheme, and the grammatical function. The poems that I chose have a unity in the subject matter; they share the same larger theme which is Life. I used a black text on a white background. In each stanza there is a word written in blue color. If the user’s choice is correct, clicking the hypertext word leads the user to another poem. If his / her choice is wrong, the game ends. When the user completes the puzzle successfully, he / she is transformed into a page that sends him / her to the next level. The link to the new level is deactivated for the time being because it has not been completed yet.
My media project is a poetry puzzle about some of Emily Dickinson’s poems. This small project is pedagogical in nature. It is meant to be used in teaching poetry for learner of English as a foreign language. I used Twinery website to create the puzzle. It is interactive in nature. The user has to understand each stanza in order to avoid clicking the wrong choice. It requires him / her to understand the relationship between the words inside each stanza. He / She has to understand the meaning of the words and their relations with other words, the rhyme scheme, and the grammatical function. The poems that I chose have a unity in the subject matter; they share the same larger theme which is Life. I used a black text on a white background.
In each stanza there is a word written in blue color. If the user’s choice is correct, clicking the hypertext word leads the user to another poem. If his / her choice is wrong, the game ends. When the user completes the puzzle successfully, he / she is transformed into a page that sends him / her to the next level. The link to the new level is deactivated for the time being because it has not been completed yet.